Luxury Resources Re-Worked

Deadstarre

Expert
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I got tired of re-rolling starts because they were too good or too bad. Starting with forested dye & marble compared to starting with silver and salt is basically the difference of an entire difficulty level or more. Forest chops were just dropped because someone said starting on a forest was the difference between keeping up with the AI or not through the renaissance, and they werent wrong, but in that same vein this matter is just as relevant.

I knew itd be a chore but I finally broke down and put the hours in of poring over every luxury, their possible starts (on forest or jungle), the manner/timing of their improvement upgrade (herbalist vs forge mines vs castle quarries vs camps that have forest), the timing of the building that improves them and their monopoly power. Then i re-worked the starting bonuses, the improvement bonuses, and the building bonuses.

Overall i'd say they got buffed but a couple things were normalized slightly. Mostly whats happened is the ones that were terrible or under-performing have been brought up to the level of power that some already had, so basically now none of them feel terrible to play with anymore.

first I had to make a list of what every resource currently did, here (missing sea resources)

Spoiler :

base; impr; building; monop

citrus- 1f; 1f 1g; gard 1f 1g; sci +2
cocoa- 1f 1g; 2g; gard 1f 1g; cult +2
copper- 1p; 1g; forge 2g; prod mod
cotton- 1g; 1c 2g; cara 1c 1p; gold +3
dye- 1c; 1c 1g; amp 1c 1g; gold +3
fur- 1c; 1g; cara 1p 1g; HAP
gems- 1g; 1p 1g; bank 2c 1g; gold mod
gold- 1c 1g; 1g; bank 3g; GAL
incense,-1c; 1c 1f; temp 1c 1g; faith +2
ivory-1p; 1p 1g; circ 3c; GAL
marble- 2p; 2p & wonder prod C-R; works 1p 1g; cult mod
salt- 1f; 1f; works 2g; food mod
silk- 2g; 2g; amp 1c 1g; gold mod
silver- 1g; 1g; bank 1c 1p 1g; gold mod
spices- 1g; 1f 1g; mark 1f 1p; cult +2
sugar 1f 1g; 1f 1g; mark 1f 1g; food mod
truffles- 1g; 1f 1g; cara 2g; food +3
wine 1f 1g; 1c 1g; temp 1c 1g; faith +2

coffee- 1f; 2g; groc 2p 1g; prod mod
tea- 2p; 1f 1p; groc 2g 1p; cult mod
tobacco- 2g; 2g; groc 3g; faith +2
amber- 1p 1g; 2g; temp 1c 1g; HAP
jade- 2g; 1c 1p; works 1p 1g; GAL
olive; 1f 1g; 1c 1g; arena 1f 1g; food mod
perfume- 1c; 2g; arena 2c; gold +3
lapis- 1c; 2p; amp 2c; GAL



then I re-did everything, doing my best to keep all factors plus original flavors and real life applications in mind, here (sea resources took into account lighthouse / harbor upgrade for building)

Spoiler :

base; impr; building; monop (total

citrus- 1f 1g; 2f; gard 2g; cult+2 (switched monop) (tot- 3f 3g
cocoa- 1f 1g; 1f 1g; gard 2f; sci +2 (switched monop) (tot 4f 2g
truffles- 1p; 1p 1f; cara 1f 2g ; food +3 (tot 2f 2p 2g
fur- 1c; 1p 1g; cara 2p ; HAP (tot 1c 3p 1g
silk- 2g; 1p 1c; amp 1c 1g; gold mod (tot 2c 1p 3g
dye- 1c; 1p 1g; amp 1c 1p; gold +3 (tot 2c 2p 1g
spices- 1f 1g; 1f 1g; mark 1p 1g; cult +2 ( 2f 1p 3g

copper- 1p; 1p 2g; forge 1p ; prod mod ( 3p 2g
silver- 1p 1g; 1c 1p; bank 1c 1g; gold mod ( 2c 2p 2g late
gems- 1s 2g; 1p 1g; bank 2s 1p; gold mod (3s 2p 3g late
gold- 1c 2g; 1p 1g; bank 1c 3g; GAL (2c 1p 6g late
salt- 1f 1g; 1p 1g; works 1f 1p; food mod (2f 2p 2g

amber- 1fai 1p; 1fai 1p; temp 1p 1g; HAP (2fai 3p 1g
jade- 1s 1g; 1s 1p; works 1p 1g; GAL (2s 2p 2 g
lapis- 1c 1g; 1p 1g; amp 1c 1p 1g GAL (2c 2p 3g
marble- 2p; 2p & wonder prod C-R; works 1s; cult mod ( 4p 1s great mods

perfume- 1c 1g; 1f 1g; arena 1c 1p; gold +3 ( 2c 1f 1p 2g
cotton- 1p 1g; 1c; cara 1f 2p; gold +3 ( 1c 1f 3p 1g
sugar 1f 1g; 1f 1p ; mark 1p 1g; food mod (2f 2p 2g
wine 1f 1g; 1c 1g; temp 1c 1fai ; faith +2 ( 2c 1fai 1f 2g
coffee- 1p; 1f 1p; groc 2f 1g ; prod mod ( 3f 2p 1g late
tea- 2f; 2g ; groc 2p; cult mod ( 2f 2p 2g late, great mod
tobacco- 1p 2g; 1p 1g; groc 2c 1g; faith +2 ( 2c 2p 3g late
olive- 1f; 1c 1g ; arena 1f 2g; food mod (1c 2f 3g

incense,-1c; 1fai 1f; temp 1c 1f; faith +2 (2c 1fai 2f
ivory-1f 1p; 1c 1g; circ 1c 1p 1g ; GAL (2c 1f 2p 2g not forested camp

crab- 1f 1p; 1f 1p; 2f 1p 1g; food +3 ( 4f 3p 1g
pearls- 1p 2g; 1c 2g; 2f 1p 1g; faith +2 ( 1c 2f 2p 4g
whales- 1s 1f; 1p 1g; 2f 1p 1g; sci mod (1s 3f 2p 2g
coral- 1c 1p; 1p 1fai ; 2f 1p 1g; sci +2 (1c 1fai 2f 3p 2g



They are of course not perfectly balanced, but i see it as a huge improvement. I've been playing on this a bit already and i'm having a blast, luxuries are very limited so i think they should all feel powerful to have, not just some of them. The effects i'm seeing so far are:

1) lakes and similar good starting terrain isnt such an enormous game-changer anymore

2) sea starts look playable even for civs that arent sea specific

3) on any start I have the ability to build some early units and combat barbs a bit without needing to make enormous sacrifices to do it

4) hard to gauge this right now with golds value fluctuating week to week, but there is possibly too much gold at the moment. Im considering dropping 1g off trading posts to compensate, i think they could handle that loss easily

5) i'm losing badly on deity right now. possibly because some AI's arent being forced into playing through terrible starts anymore (things I would have re-rolled because I know itd be basically impossible at the difficulty I want to play) - now most starts are good enough to play


This isn't some attempt at a balance discussion by me, more a show & tell in the vein of photo journals really; i could have played through most of a game in the time it took me to accomplish all this heh. Not that looking at these giant lists of text could be nearly as fun as a photo journal... but if you ever felt something was off about some luxuries, maybe it interests you.

If anyone is wants to try out a game with the changes I made just let me know here or in PM or if you have thoughts about the current luxury situation in VP feel free to reference that original list above
 

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I got tired of re-rolling starts because they were too good or too bad. Starting with forested dye & marble compared to starting with silver and salt is basically the difference of an entire difficulty level or more. Forest chops were just dropped because someone said starting on a forest was the difference between keeping up with the AI or not through the renaissance, and they werent wrong, but in that same vein this matter is just as relevant.

I knew itd be a chore but I finally broke down and put the hours in of poring over every luxury, their possible starts (on forest or jungle), the manner/timing of their improvement upgrade (herbalist vs forge mines vs castle quarries vs camps that have forest), the timing of the building that improves them and their monopoly power. Then i re-worked the starting bonuses, the improvement bonuses, and the building bonuses.

Overall i'd say they got buffed but a couple things were normalized slightly. Mostly whats happened is the ones that were terrible or under-performing have been brought up to the level of power that some already had, so basically now none of them feel terrible to play with anymore.

first I had to make a list of what every resource currently did, here (missing sea resources)

Spoiler :

base; impr; building; monop

citrus- 1f; 1f 1g; gard 1f 1g; sci +2
cocoa- 1f 1g; 2g; gard 1f 1g; cult +2
copper- 1p; 1g; forge 2g; prod mod
cotton- 1g; 1c 2g; cara 1c 1p; gold +3
dye- 1c; 1c 1g; amp 1c 1g; gold +3
fur- 1c; 1g; cara 1p 1g; HAP
gems- 1g; 1p 1g; bank 2c 1g; gold mod
gold- 1c 1g; 1g; bank 3g; GAL
incense,-1c; 1c 1f; temp 1c 1g; faith +2
ivory-1p; 1p 1g; circ 3c; GAL
marble- 2p; 2p & wonder prod C-R; works 1p 1g; cult mod
salt- 1f; 1f; works 2g; food mod
silk- 2g; 2g; amp 1c 1g; gold mod
silver- 1g; 1g; bank 1c 1p 1g; gold mod
spices- 1g; 1f 1g; mark 1f 1p; cult +2
sugar 1f 1g; 1f 1g; mark 1f 1g; food mod
truffles- 1g; 1f 1g; cara 2g; food +3
wine 1f 1g; 1c 1g; temp 1c 1g; faith +2

coffee- 1f; 2g; groc 2p 1g; prod mod
tea- 2p; 1f 1p; groc 2g 1p; cult mod
tobacco- 2g; 2g; groc 3g; faith +2
amber- 1p 1g; 2g; temp 1c 1g; HAP
jade- 2g; 1c 1p; works 1p 1g; GAL
olive; 1f 1g; 1c 1g; arena 1f 1g; food mod
perfume- 1c; 2g; arena 2c; gold +3
lapis- 1c; 2p; amp 2c; GAL



then I re-did everything, doing my best to keep all factors plus original flavors and real life applications in mind, here (sea resources took into account lighthouse / harbor upgrade for building)

Spoiler :

base; impr; building; monop (total

citrus- 1f 1g; 2f; gard 2g; cult+2 (switched monop) (tot- 3f 3g
cocoa- 1f 1g; 1f 1g; gard 2f; sci +2 (switched monop) (tot 4f 2g
truffles- 1p; 1p 1f; cara 1f 2g ; food +3 (tot 2f 2p 2g
fur- 1c; 1p 1g; cara 2p ; HAP (tot 1c 3p 1g
silk- 2g; 1p 1c; amp 1c 1g; gold mod (tot 2c 1p 3g
dye- 1c; 1p 1g; amp 1c 1p; gold +3 (tot 2c 2p 1g
spices- 1f 1g; 1f 1g; mark 1p 1g; cult +2 ( 2f 1p 3g

copper- 1p; 1p 2g; forge 1p ; prod mod ( 3p 2g
silver- 1p 1g; 1c 1p; bank 1c 1g; gold mod ( 2c 2p 2g late
gems- 1s 2g; 1p 1g; bank 2s 1p; gold mod (3s 2p 3g late
gold- 1c 2g; 1p 1g; bank 1c 3g; GAL (2c 1p 6g late
salt- 1f 1g; 1p 1g; works 1f 1p; food mod (2f 2p 2g

amber- 1fai 1p; 1fai 1p; temp 1p 1g; HAP (2fai 3p 1g
jade- 1s 1g; 1s 1p; works 1p 1g; GAL (2s 2p 2 g
lapis- 1c 1g; 1p 1g; amp 1c 1p 1g GAL (2c 2p 3g
marble- 2p; 2p & wonder prod C-R; works 1s; cult mod ( 4p 1s great mods

perfume- 1c 1g; 1f 1g; arena 1c 1p; gold +3 ( 2c 1f 1p 2g
cotton- 1p 1g; 1c; cara 1f 2p; gold +3 ( 1c 1f 3p 1g
sugar 1f 1g; 1f 1p ; mark 1p 1g; food mod (2f 2p 2g
wine 1f 1g; 1c 1g; temp 1c 1fai ; faith +2 ( 2c 1fai 1f 2g
coffee- 1p; 1f 1p; groc 2f 1g ; prod mod ( 3f 2p 1g late
tea- 2f; 2g ; groc 2p; cult mod ( 2f 2p 2g late, great mod
tobacco- 1p 2g; 1p 1g; groc 2c 1g; faith +2 ( 2c 2p 3g late
olive- 1f; 1c 1g ; arena 1f 2g; food mod (1c 2f 3g

incense,-1c; 1fai 1f; temp 1c 1f; faith +2 (2c 1fai 2f
ivory-1f 1p; 1c 1g; circ 1c 1p 1g ; GAL (2c 1f 2p 2g not forested camp

crab- 1f 1p; 1f 1p; 2f 1p 1g; food +3 ( 4f 3p 1g
pearls- 1p 2g; 1c 2g; 2f 1p 1g; faith +2 ( 1c 2f 2p 4g
whales- 1s 1f; 1p 1g; 2f 1p 1g; sci mod (1s 3f 2p 2g
coral- 1c 1p; 1p 1fai ; 2f 1p 1g; sci +2 (1c 1fai 2f 3p 2g



They are of course not perfectly balanced, but i see it as a huge improvement. I've been playing on this a bit already and i'm having a blast, luxuries are very limited so i think they should all feel powerful to have, not just some of them. The effects i'm seeing so far are:

1) lakes and similar good starting terrain isnt such an enormous game-changer anymore

2) sea starts look playable even for civs that arent sea specific

3) on any start I have the ability to build some early units and combat barbs a bit without needing to make enormous sacrifices to do it

4) hard to gauge this right now with golds value fluctuating week to week, but there is possibly too much gold at the moment. Im considering dropping 1g off trading posts to compensate, i think they could handle that loss easily

5) i'm losing badly on deity right now. possibly because some AI's arent being forced into playing through terrible starts anymore (things I would have re-rolled because I know itd be basically impossible at the difficulty I want to play) - now most starts are good enough to play


This isn't some attempt at a balance discussion by me, more a show & tell in the vein of photo journals really; i could have played through most of a game in the time it took me to accomplish all this heh. Not that looking at these giant lists of text could be nearly as fun as a photo journal... but if you ever felt something was off about some luxuries, maybe it interests you.

If anyone is wants to try out a game with the changes I made just let me know here or in PM or if you have thoughts about the current luxury situation in VP feel free to reference that original list above

There's no reason for it not to be a balance discussion, though. I'm sure some may challenge your numbers, but if you (and others) tweak the existing values and find it improves early balance...why not?

G
 
I'm happy to go through the changes, but I'll tell that format is pretty hard on the eyes. Its much nicer if give us the side by side comparison for each yield instead of having to compare to charts to see that.
 
I'm happy to go through the changes, but I'll tell that format is pretty hard on the eyes. Its much nicer if give us the side by side comparison for each yield instead of having to compare to charts to see that.

I'm on it.
 
I'm unsure it's any easier to read, but here we go:

Spoiler :

Calendar
Spoiler :

Citrus 1 food; 1 food 1 gold; garden 1 food 1 gold; 2 science to
1 food 1 gold; 2 food; garden 2 gold; 2 culture

Cocoa 1 food 1 gold; 2 gold; garden 1 food 1 gold; 2 culture to
1 food 1 gold; 1 food 1 gold; garden 2 food; 2 science

Cotton 1 gold; 1 culture 2 gold; caravansaries 1 culture 1 production; 3 gold to
1 production 1 gold; 1 culture; caravansaries 1 food 2 production; 3 gold

Dye 1 culture; 1 culture 1 gold; amphitheatre 1 culture 1 gold; 3 gold to
1 culture; 1 production 1 gold; amphitheatre 1 culture 1 production; 3 gold

Incense 1 culture; 1 culture 1 faith; temple 1 culture 1 gold; 2 faith to
1 culture; 1 faith 1 food; temple 1 culture 1 food; 2 faith

Silk 2 gold; 2 gold; amphitheatre 1 culture 1 gold; +10% gold to
2 gold; 1 production 1 culture; amphitheatre 1 culture 1 gold; +10% gold

Spices 1 gold; 1 food 1 gold; market 1 food 1 production; 2 culture to
1 food 1 gold; 1 food 1 gold; market 1 production 1 gold; 2 culture

Sugar 1 food 1 gold; 1 food 1 gold; market 1 food 1 gold; +10% growth to
1 food 1 gold; 1 food 1 production; market 1 production 1 gold; +10% growth

Wine 1 food 1 gold; 1 culture 1 gold; temple 1 culture 1 gold; 2 faith to
1 food 1 gold; 1 culture 1 gold; temple 1 culture 1 faith; 2 faith

Coffee 1 food; 2 gold; grocer 2 production 1 gold; +10% production to
1 production; 1 food 1 production; grocer 2 food 1 gold; +10% production

Tea 2 production; 1 food 1 production; grocer 2 gold 1 production; +10% culture to
2 food; 2 gold; grocer 2 production; +10% culture

Tobacco
2 gold; 2 gold; grocer 3 gold; 2 faith to
1 production 1 gold; 1 production 1 gold; grocer 2 culture 1 gold; 2 faith

Olive 1 food 1 gold; 1 culture 1 gold; arena 1 food 1 gold; +10% growth to
1 food; 1 culture 1 gold; arena 1 food 2 gold; +10% growth

Perfume 1 culture; 2 gold; arena 2 culture; 3 gold to
1 culture 1 gold; 1 food 1 gold; arena 1 culture 1 production; 3 gold



Mining
Spoiler :

Copper 1 production; 1 gold; forge 2 gold; +10% production to
1 production; 1 production 2 gold; forge 1 production; +10% production

Gems 1 gold; 1 production 1 gold; bank 2 culture 1 gold; +10% gold to
1 science 2 gold; 1 production 1 gold; bank 2 science 1 production; +10% gold

Gold 1 culture 1 gold; 1 gold; bank 3 gold; +25% GA length to
1 culture 2 gold; 1 production 1 gold; bank 1 culture 3 gold; +25% GA length

Salt 1 food; 1 food; stoneworks 2 gold; +10% growth to
1 food 1 gold; 1 production 1 gold; stoneworks 1 food 1 production; +10% growth

Silver 1 gold; 1 gold; bank 1 culture 1 production 1 gold; +10% gold to
1 production 1 gold; 1 culture 1 production; bank 1 culture 1 gold; +10% gold



Construction
Spoiler :

Marble 2 production; 2 production and +15% wonder production; stoneworks 1 production 1 gold; +10% culture to
2 production; 2 production and +15% wonder production; stoneworks 1 science; +10% culture

Amber 1 production 1 gold; 2 gold; temple 1 culture 1 gold; 6 happiness to
1 faith 1 production; 1 faith 1 production; temple 1 production 1 gold; 6 happiness

Jade 2 gold; 1 culture 1 production; stoneworks 1 production 1 gold; +25% GA length to
1 science 1 gold; 1 science 1 production; stoneworks 1 production 1 gold; +25% GA length

Lapis 1 culture; 2 production; amphitheatre 2 culture; +25% GA length to
1 culture 1 gold; 1 production 1 gold; amphitheatre 1 culture 1 production 1 gold; +25% GA length



Trapping
Spoiler :

Fur 1 culture; 1 gold; caravansaries 1 production 1 gold; 6 happiness to
1 culture; 1 production 1 gold; caravansaries 2 production; 6 happiness

Truffles 1 gold; 1 food 1 gold; caravansaries 2 gold; 3 food to
1 production; 1 production 1 food; caravansaries 1 food 2 gold; 3 food

Ivory 1 production; 1 production 1 gold; circus 3 culture; +25% GA length to
1 food 1 production; 1 culture 1 gold; circus 1 culture 1 production 1 gold; +25% GA length





I didn't do sea luxuries because I didn't have base values on hand; might do that later.
 
I'm happy to go through the changes, but I'll tell that format is pretty hard on the eyes. Its much nicer if give us the side by side comparison for each yield instead of having to compare to charts to see that.

Sorry for that. I didn't write either list with the goal of presenting I had the original list on a notepad (in alphabetical order, separated by moreluxuries mod) , i then copy-pasted it to a different notepad, reorganized roughly into the groups that should be comparable with each other (first list is everything that can start with forest or jungle, then mines, quarries, etc) and then i spent -forever- tweaking the numbers, trying to keep so many things in mind at once. Using that ; format was the easiest for me to work with

My first game start was with an ivory monopoly, I felt like it might have been OP the yields felt so good until I checked the global scores and noticed how bad i was losing.

I'm unsure it's any easier to read, but here we go:

its a mess no matter how we do it honestly, too much information trying to squeeze in and too many factors at play to even just lump them as "calendar" or "trapping". funny, i had planned to skip sea resources myself but after i finished with land i was like... why not. TY for trying to reorganize it into less of an eyesore though =)
 
My first game start was with an ivory monopoly, I felt like it might have been OP the yields felt so good until I checked the global scores and noticed how bad i was losing.
How fast did the game speed up?
 
How fast did the game speed up?

its not a speeding up persay its just like a normalizing of them all. You'd notice for an example I didn't really change lapis much at all because it was already strong, but it fits right in next to the other values and doesn't look out of line. so if you were playing games before making sure you had great luxuries to start with or with lakes around you won't notice a difference. if you were the kind of person to play through a tobacco monopoly for example though, you'll probably feel like things are progressing in the early game a little quicker than they normally do. its not like suddenly you can build everything though, you still can't, far from it.


There's no reason for it not to be a balance discussion, though. I'm sure some may challenge your numbers, but if you (and others) tweak the existing values and find it improves early balance...why not?

G

honestly though, the luxuries were last balanced quite awhile ago, well before a lot of changes were made that have affected them in one way or the other. and I... am still done with balance discussions lol. if the SS tile-yields hasnt sailed and I were you though, i'd implement this list for a beta and start tweaking (if necessary) from there. obviously im biased though, and honestly nobody has even broached this topic... so maybe everybody is happy with Gems the way they are? i dunno. I really didn't half-ass my list tho, and im confident enough to say i have a deep understanding on this aspect of the game. I will note that depending on what continues to happen with gold though the gold values might need a brief re-visit, and even for myself im not %100 set in stone yet... i need to play a lot more



I'd definitely be interested in trying that out if you post the file!


I used this wonderful mod https://forums.civfanatics.com/threads/change-vp-options.620079/ to change the CBP values, you'll need to download it but it is a very simple mod, after download can just replace the "Code" file in it with this one im uploading.

in MODS\(5) More Luxuries\XML goes the new_resources file (replace old file)

in MODS\(6a) Community Balance Overhaul - Compatibility Files (EUI)\MoreLuxuries goes the Moreluxuries file (replace old)


final note- I forgot to make the building improvement yields shown in a consistent order (culture before food, food before production, etc) so i realized that afterward and facepalmed, but was too lazy to re-do it. not a big deal, just some building might show +1 food +1 production and some building show +1 production +1 food =)
 

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Forest chops were just dropped because someone said starting on a forest was the difference between keeping up with the AI or not through the renaissance, and they werent wrong, but in that same vein this matter is just as relevant.

This is what I said as an argument NOT to nerf forest-chopping -- why be so narrowly punitive, when there are lots of other, bigger imbalances in the Ancient era? I'm impressed by, and really appreciate, the effort you've made to balance luxuries. The only question I have about this is, just as forest-chopping didn't take luxuries into account, does balancing luxuries take territory into account? And then what do you do about isolated starts vs jammed starts?

There may be nothing that can be done about some of those -- the game is too complex to fully balance. But I wonder if it's worth listing all the possible start imbalances, to see how close we can realistically get to equality.
 
does balancing luxuries take territory into account? And then what do you do about isolated starts vs jammed starts?

There may be nothing that can be done about some of those -- the game is too complex to fully balance. But I wonder if it's worth listing all the possible start imbalances, to see how close we can realistically get to equality.

not sure I follow precisely what you meant about territory, can you elaborate?

isolated vs jammed starts... like would someone alone be able to grab all the luxuries around them and proceed to victory with all their cool yields? i doubt it, overall i dont think theyd have that much effect. no more than usual anyway for a civ with room to expand. and yeah like you said, game is too complex to factor everything all the time... im still re-rolling starts for various reasons, but overall less re-rolling now. im still working on not losing, im not playing my best right now but nerfing forest chops really hurt what little advantage I used to have over AI lol
 
These really do needing tuning. Last thread ended up with this bandwagon against mines, leaving things like silver horribly nerfed for no real reason (also identical to gems currently).

However some of these changes don't make any sense at all to me. For example, Why are you changing marble to gain science from stoneworks? Why does this make the resource better balanced? Why change ivory's circus bonus? What problem does this address? Ivory is a very unique luxury, big strengths and big weaknesses, its well designed in my opinion. Also ivory camps don't get buffed by many things (the other camps get buffed by workshops or universities) so its okay for them to end as strong tiles.
 
My argument was not to nerf forest chopping in general, it was specifically just to remove the production from settling on to forest, as a note
 
With icons (https://forums.civfanatics.com/help/smilies):

Calendar
Spoiler :

Citrus 1 :c5food:; 1 :c5food: 1 :c5gold:; garden 1 :c5food: 1 :c5gold:; 2 :c5science:
to 1 :c5food: 1 :c5gold:; 2 :c5food:; garden 2 :c5gold:; 2 :c5culture:

Cocoa 1 :c5food: 1 :c5gold:; 2 :c5gold:; garden 1 :c5food: 1 :c5gold:; 2 :c5culture:
to 1 :c5food: 1 :c5gold:; 1 :c5food: 1 :c5gold:; garden 2 :c5food:; 2 :c5science:

Cotton 1 :c5gold:; 1 :c5culture: 2 :c5gold:; caravansaries 1 :c5culture: 1 :c5production:; 3 :c5gold:
to 1 :c5production: 1 :c5gold:; 1 :c5culture:; caravansaries 1 :c5food: 2 :c5production:; 3 :c5gold:

Dye 1 :c5culture:; 1 :c5culture: 1 :c5gold:; amphitheatre 1 :c5culture: 1 :c5gold:; 3 :c5gold:
to 1 :c5culture:; 1 :c5production: 1 :c5gold:; amphitheatre 1 :c5culture: 1 :c5production:; 3 :c5gold:

Incense 1 :c5culture:; 1 :c5culture: 1 :c5faith:; temple 1 :c5culture: 1 :c5gold:; 2 :c5faith:
to 1 :c5culture:; 1 :c5faith: 1 :c5food:; temple 1 :c5culture: 1 :c5food:; 2 :c5faith:

Silk 2 :c5gold:; 2 :c5gold:; amphitheatre 1 :c5culture: 1 :c5gold:; +10% :c5gold:
to 2 :c5gold:; 1 :c5production: 1 :c5culture:; amphitheatre 1 :c5culture: 1 :c5gold:; +10% :c5gold:

Spices 1 :c5gold:; 1 :c5food: 1 :c5gold:; market 1 :c5food: 1 :c5production:; 2 :c5culture:
to 1 :c5food: 1 :c5gold:; 1 :c5food: 1 :c5gold:; market 1 :c5production: 1 :c5gold:; 2 :c5culture:

Sugar 1 :c5food: 1 :c5gold:; 1 :c5food: 1 :c5gold:; market 1 :c5food: 1 :c5gold:; +10% :c5food: growth
to 1 :c5food: 1 :c5gold:; 1 :c5food: 1 :c5production:; market 1 :c5production: 1 :c5gold:; +10% :c5food: growth

Wine 1 :c5food: 1 :c5gold:; 1 :c5culture: 1 :c5gold:; temple 1 :c5culture: 1 :c5gold:; 2 :c5faith:
to 1 :c5food: 1 :c5gold:; 1 :c5culture: 1 :c5gold:; temple 1 :c5culture: 1 :c5faith:; 2 :c5faith:

Coffee 1 :c5food:; 2 :c5gold:; grocer 2 :c5production: 1 :c5gold:; +10% :c5production:
to 1 :c5production:; 1 :c5food: 1 :c5production:; grocer 2 :c5food: 1 :c5gold:; +10% :c5production:

Tea 2 :c5production:; 1 :c5food: 1 :c5production:; grocer 2 :c5gold: 1 :c5production:; +10% :c5culture:
to 2 :c5food:; 2 :c5gold:; grocer 2 :c5production:; +10% :c5culture:

Tobacco 2 :c5gold:; 2 :c5gold:; grocer 3 :c5gold:; 2 :c5faith:
to 1 :c5production: 1 :c5gold:; 1 :c5production: 1 :c5gold:; grocer 2 :c5culture: 1 :c5gold:; 2 :c5faith:

Olive 1 :c5food: 1 :c5gold:; 1 :c5culture: 1 :c5gold:; arena 1 :c5food: 1 :c5gold:; +10% :c5food: growth
to 1 :c5food:; 1 :c5culture: 1 :c5gold:; arena 1 :c5food: 2 :c5gold:; +10% :c5food: growth

Perfume 1 :c5culture:; 2 :c5gold:; arena 2 :c5culture:; 3 :c5gold:
to 1 :c5culture: 1 :c5gold:; 1 :c5food: 1 :c5gold:; arena 1 :c5culture: 1 :c5production:; 3 :c5gold:



Mining
Spoiler :

Copper 1 :c5production:; 1 :c5gold:; forge 2 :c5gold:; +10% :c5production:
to 1 :c5production:; 1 :c5production: 2 :c5gold:; forge 1 :c5production:; +10% :c5production:

Gems 1 :c5gold:; 1 :c5production: 1 :c5gold:; bank 2 :c5culture: 1 :c5gold:; +10% :c5gold:
to 1 :c5science: 2 :c5gold:; 1 :c5production: 1 :c5gold:; bank 2 :c5science: 1 :c5production:; +10% :c5gold:

Gold
1 :c5culture: 1 :c5gold:; 1 :c5gold:; bank 3 :c5gold:; +25% :c5goldenage: length
to 1 :c5culture: 2 :c5gold:; 1 :c5production: 1 :c5gold:; bank 1 :c5culture: 3 :c5gold:; +25% :c5goldenage: length

Salt 1 :c5food:; 1 :c5food:; stoneworks 2 :c5gold:; +10% :c5food: growth
to 1 :c5food: 1 :c5gold:; 1 :c5production: 1 :c5gold:; stoneworks 1 :c5food: 1 :c5production:; +10% :c5food: growth

Silver
1 :c5gold:; 1 :c5gold:; bank 1 :c5culture: 1 :c5production: 1 :c5gold:; +10% :c5gold:
to 1 :c5production: 1 :c5gold:; 1 :c5culture: 1 :c5production:; bank 1 :c5culture: 1 :c5gold:; +10% :c5gold:



Construction
Spoiler :

Marble 2 :c5production:; 2 :c5production: and +15% wonder :c5production:; stoneworks 1 :c5production: 1 :c5gold:; +10% :c5culture:
to 2 :c5production:; 2 :c5production: and +15% wonder :c5production:; stoneworks 1 :c5science:; +10% :c5culture:

Amber 1 :c5production: 1 :c5gold:; 2 :c5gold:; temple 1 :c5culture: 1 :c5gold:; 6 :c5happy:
to 1 :c5faith: 1 :c5production:; 1 :c5faith: 1 :c5production:; temple 1 :c5production: 1 :c5gold:; 6 :c5happy:

Jade 2 :c5gold:; 1 :c5culture: 1 :c5production:; stoneworks 1 :c5production: 1 :c5gold:; +25% :c5goldenage: length
to 1 :c5science: 1 :c5gold:; 1 :c5science: 1 :c5production:; stoneworks 1 :c5production: 1 :c5gold:; +25% :c5goldenage: length

Lapis 1 :c5culture:; 2 :c5production:; amphitheatre 2 :c5culture:; +25% :c5goldenage: length
to 1 :c5culture: 1 :c5gold:; 1 :c5production: 1 :c5gold:; amphitheatre 1 :c5culture: 1 :c5production: 1 :c5gold:; +25% :c5goldenage: length



Trapping
Spoiler :

Fur 1 :c5culture:; 1 :c5gold:; caravansaries 1 :c5production: 1 :c5gold:; 6 :c5happy:
to 1 :c5culture:; 1 :c5production: 1 :c5gold:; caravansaries 2 :c5production:; 6 :c5happy:

Truffles 1 :c5gold:; 1 :c5food: 1 :c5gold:; caravansaries 2 :c5gold:; 3 :c5food:
to 1 :c5production:; 1 :c5production: 1 :c5food:; caravansaries 1 :c5food: 2 :c5gold:; 3 :c5food:

Ivory 1 :c5production:; 1 :c5production: 1 :c5gold:; circus 3 :c5culture:; +25% :c5goldenage: length
to 1 :c5food: 1 :c5production:; 1 :c5culture: 1 :c5gold:; circus 1 :c5culture: 1 :c5production: 1 :c5gold:; +25% :c5goldenage: length


 
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not sure I follow precisely what you meant about territory, can you elaborate?

isolated vs jammed starts... like would someone alone be able to grab all the luxuries around them and proceed to victory with all their cool yields? i doubt it, overall i dont think theyd have that much effect. no more than usual anyway for a civ with room to expand. and yeah like you said, game is too complex to factor everything all the time... im still re-rolling starts for various reasons, but overall less re-rolling now. im still working on not losing, im not playing my best right now but nerfing forest chops really hurt what little advantage I used to have over AI lol

By territory I meant the relative advantages of a tundra start vs rivers vs hills vs grass vs coast vs lakes, and so on. This has a clear effect on how quickly you get your civ up and running successfully.

The effect of jammed starts can lead to an inability to reasonably expand, early war vs a civ with an early UU, and so on. Isolated starts are usually great for the AI, and for human Carthage as well, but can slow you down otherwise.
 
However some of these changes don't make any sense at all to me. For example, Why are you changing marble to gain science from stoneworks? Why does this make the resource better balanced? Why change ivory's circus bonus? What problem does this address? Ivory is a very unique luxury, big strengths and big weaknesses, its well designed in my opinion. Also ivory camps don't get buffed by many things (the other camps get buffed by workshops or universities) so its okay for them to end as strong tiles.

This is the kind of discussion i'm going to avoid in the future of this thread but i'll answer you because I want you to know I did nothing arbitrarily here. 1) because nothing needs a 5 hammer bonus in the ancient era. 4 hammers and a %15 bonus to classic-renaissance wonders is plenty 2) ivory was one of the worst luxuries on the list when i started. im aware it is a camp that does not come with forest, thats why it needs special attention early. and it had no big strengths or weakness, just weakness - it started off extremely weak and then got a huge boost of culture, but lets go ahead and compare it to dyes.

dye- 1c; 1c 1g; amp 1c 1g; gold +3 (3c 2g
ivory-1p; 1p 1g; circ 3c; GAL (3c 2p 1g

now keep in mind dyes get 1p from herbalist, and often starts with forest. see the problem yet? anyway, removing something thats useless early that gets a huge chunk of stat later to compensate for that was exactly what i meant when i said "I normalized a few things" . perfume no longer gets 3c by arena as well

edit: Inb4 war elephants! anyone can trade for ivory to build them, and theyre already a perfectly balanced combat unit in the game on their own - their luxuries stats shouldnt suffer because they exist.
 
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This is the kind of discussion i'm going to avoid in the future of this thread but i'll answer you because I want you to know I did nothing arbitrarily here. 1) because nothing needs a 5 hammer bonus in the ancient era. 4 hammers and a %15 bonus to classic-renaissance wonders is plenty 2) ivory was one of the worst luxuries on the list when i started. im aware it is a camp that does not come with forest, thats why it needs special attention early. and it had no big strengths or weakness, just weakness - it started off extremely weak and then got a huge boost of culture, but lets go ahead and compare it to dyes.

dye- 1c; 1c 1g; amp 1c 1g; gold +3 (3c 2g
ivory-1p; 1p 1g; circ 3c; GAL (3c 2p 1g

now keep in mind dyes get 1p from herbalist, and often starts with forest. see the problem yet? anyway, removing something thats useless early that gets a huge chunk of stat later to compensate for that was exactly what i meant when i said "I normalized a few things" . perfume no longer gets 3c by arena as well

edit: Inb4 war elephants! anyone can trade for ivory to build them, and theyre already a perfectly balanced combat unit in the game on their own - their luxuries stats shouldnt suffer because they exist.

For the record, it hurts the outcome of this effort if you just decide you aren’t going to take criticism from CrazyG or others. Best to tap into the many able minds around here. Trust me Ive been humbled out of an opinion by you folks more times than I can count!
 
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